attribute vec3 a_posL;
attribute vec2 a_uv;
uniform sampler2D u_texture;
uniform sampler2D u_texture0;
uniform sampler2D u_texture1;
uniform sampler2D u_texture2;
varying vec2 v_uv;
uniform mat4 wvpMatrix;
uniform mat4 matrix;
varying vec4 v_posW;
varying float MultiplicationFactor;
void main()
{

	v_uv = a_uv;
	vec4 posL = vec4(a_posL, 1.0);	
	v_posW = matrix * posL;	
	vec4 hColor = texture2D(u_texture, a_uv);	
	posL.y += ((hColor.r * 3.0 + hColor.g * 2.0 + hColor.b)/length(hColor)) * -5.0;	
	gl_Position = wvpMatrix*posL;
	MultiplicationFactor = 16.0;
}